CincyBattletech
Campaigns (all) => Have `Mech, Will Travel: The Next Generation => Topic started by: Darrian Wolffe on March 13, 2023, 04:12:11 AM
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(https://i.imgur.com/773fOhj.png)
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FWIW, Salvage sheet done.
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Thinking we should reroll terrain
Any objections
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Reroll terrain
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Reroll terrain
Map: Flatlands
Terrain: Savannah
I took the liberty of rerolling again, seeing as how you don't want flat terrain.
Map: Light Urban
Terrain: Town-Generic
2 rerolls remaining.
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Reroll light
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Reroll light
Daylight.
One reroll left
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Any concerns from PC side?
I would imagine were not necessarily getting flat ground and there will be pavement.
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Could be worse I guess at this point. Run it
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NORTH
(https://i.imgur.com/g083TVq.jpg)
SOUTH
Maps
Barren Lands 1.........Open Terrain 3..........BattleTech
BattleTech...............Citytech....................City (Suburbs)
Foothills 2...............Badlands 1................Oasis
Deployment
OPFOR Deployment: Deploys first. OPFOR units are divided into groups of 6 units, from top to bottom of the list. Each group of OPFOR units must deploy into a Purple Zone. Units 3 (Crab-Cyrano) and 4 (Ostsol-Galleon) are randomly assigned to any zone (and may share a zone). Once they have been deployed, the other two Units may deploy into any unoccupied Purple Zone. For clarities sake, Purple Zones are three hexes deep at the north and south edges of both the Northwest and Northeast mapsheets.
Ranger Deployment: Deploys after Primary OPFOR. At least 3 lances of Rangers MUST deploy into zones Blue 1-6, with no more than 1 lance per zone. At the local CO's option, up to two Ranger lances may deploy into forward positions (the convoy ambush). To qualify, the forward-deploying lances must have an AVERAGE Walk MP of 5 or more. One forward lance must deploy into zones Blue A or Blue B. The other forward lance may deploy into zones Blue C or Blue D. Ambushing units DO NOT use Hidden Unit rules.
Convoy Deployment: Deploys last. Divide the convoy units randomly into 4 groups of 3 units each, but the first unit ("Unit 1") MUST include the Demolisher and Alacorn. After all other deployment is done, Unit 1 deploys into zone Red 1 or Red 2; the specific zone is determined at random (1d6, high = 1), but the specific hexes are via the controlling player. Units 2, 3, and 4 each deploy at random into zones Red A, B, C, or D - again, the zone is random but the specific hexes are not. Up to two Units may deploy into any single zone.
OPFOR Reinforcements: Enters the board from the North board edge on Turn 5. Prior to the game, the OPFOR reinforcements may elect (in writing) to delay their entry by 1 turn in exchange for entering the board from the north quarter board edge of the central BattleTech Mapsheet. This decision need not be revealed to the Ranger players.
Ranger Reinforcements: Rangers may deploy a single reinforcement lance. Ranger reinforcements enter the board on the southern edge on their initiative during their designated turn.
Environmental Conditions:
None.
Battlefield Support:
Rangers may make as many sorties with ASFs as desired, in any mix of offensive or defensive missions, to the nominal limit of 2 sorties per ASF fielded.
The WOB receives 4 instances each of light and heavy air cover at no cost. They may not select artillery or non-nuclear minefields with BSP.
Victory Conditions
Ranger Victory Conditions:
1) Prevent all convoy units from exiting the south map edge**
2) Destroy or render incapable of spending MP at least 10 units from the Primary OPFOR
3) The liaison must not be destroyed, rendered incapable of spending MP, or crippled.
**Convoy will surrender (stop in place and shut down) if at 12+ Primary OPFOR units are destroyed or rendered incapable of spending MP; Ranger players cannot /victory unless the convoy has been destroyed (or surrendered) AND at least 16 total WOB units (primary and reinforcement) have been destroyed or rendered incapable of spending MP.
OPFOR Victory Conditions
1) Exit at least 4 convoy units from the southern board edge (or be in a reasonable position to do when the game ends).
2) Destroy, cripple, or render incapable of spending MP, at least 7 Ranger units.
3) Suffer no more than 10 Primary OPFOR units destroyed or incapable of spending MP.
MISCELLANEOUS
1) Exiting the battlefield requires a unit to remain stationary at the board edge for 1 turn. Only a single spent MP is required to move offboard (ie, the environmental MP penalties doesn't apply; or, more specifically, the Minimum Movement rule overrides it). Convoy units may only exit from the southern board edge.
2) OPFOR MechWarriors will attempt to capture any ejected Ranger MechWarriors in this scenario, unless a Ranger BattleMech target in LOF is equally as close (or closer) than the ejected MechWarrior, or the Ranger BattleMech target is within 8 hexes and subject to a valid LOF in any case.
3) True Believers: attempts to recruit OPFOR Mechwarriors in this mission suffer a +2 TN penalty (+3 for ComStar-affiliated lance leaders, +0 for WOB-affiliated lance leaders). Upon taking a prisoner, roll 2d6. On a 10+ (this mission), the prisoner detonates a suicide device which deals 1d6 damage to the capturing MechWarrior (edge cannot be used to avoid the bomb entirely, but may be spent to gain a reroll on the 1d6, or may be burnt to survive). All prisoner ransom values for this contract are *tripled* (ie, a MechWarrior ransomed for 10,000 CB is instead ransomed for 30,000 CB).
4) Following the battle, GM makes a check.
5) There may be a Ranger POW on board a convoy vehicle during this scenario (random roll prior to game). Ending your movement within 3 hexes of a convoy vehicle allows the player to scan it. If any POWs are onboard, they will be revealed at this time. Scanning the vehicle incurs a +1 gunnery penalty to the scanning unit that turn, unless that unit has a Beagle Active Probe (or similar equipment) or the Improved Sensors quirk. Scanning is a Movement Phase declaration.
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What is the bsp limit for opfor or do they not have any air attacks only defense or is it unknown?
Also assuming we're limited to only air and no bsp limit - more confirmation
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Unit COs strategy is current a 3, until said CO gets 6XP somehow.
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Ironside will be called in for reinforcement.
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Rob you want to put a mini list together so we know if anything needs brought?
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Mini list:
Penetrator (Ally) - Rob (Davion Colors)
Highlander - Rob
Crockett - Steve (White)
Marauder - Rob
Cestus - Bryan (SL Olive Drab) or Rob
Spartan - Rob
Grand Titan - Steve (White)
Excalibur - Rob
Shadow Hawk - Rob
Shadow Hawk - Rob
Wraith - Rob (unpainted, just bought an Alpha Strike box for Eli)
Chevalier Light Tank - Mike
Chevalier Light Tank - Mike
Crab - Rob
Mercury - Rob
Vulcan - Rob
Clint - Rob
Cyrano Gunship - Rob
Cyrano Gunship - Rob
Ostsol - Rob
Falcon Hawk - Rob
Falcon Hawk - Rob
Jackal
Galleon Light Tank - Rob
Galleon Light Tank - Rob
Black Knight - Rob (Death Commando)
Champion - Hat (Ranger Blue)
Nexus - Steve (White)
Raijin - Bryan (White)
Yellow Jacket Gunship - Rob
Yellow Jacket Gunship - Rob
Demolisher Heavy Tank - Rob
Alacorn Mk VI Heavy Tank - Rob
Turhan Urban Combat Vehicle - Bryan (unpainted)
Turhan Urban Combat Vehicle
Uni ATAE-70T CargoMech - Bryan (constructionmech proxy)
Armored Personnel Carrier (Wheeled LRM)
Heavy Tracked APC (MG) - Mike
BattleMech Recovery Vehicle
Coolant Truck (Hover) - Rob
Coolant Truck (Hover) - Rob
M.A.S.H. Truck - Mike
M.A.S.H. Truck - Mike
Post what you got, I'll update the list
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I've got the following:
Crockett
Grand titan
Highlander
Vulcan
Nexus
Mercury
In white or wob
2 warrior vtol -- one white one gray
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I've been in the hospital most of the weekend - no printing available.
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Apologies, I've been away for health reasons. Don't dislocate limbs.
Anyway, the list is updated with the minis that I *have*, in SL Olive Drab, ComStar White, WOB Fade, or camo colors. I have not included any proxies at this time; we'll worry about proxies by Thursday.
NGL, the convoy is going to be tough to fill out unless Dan's printed more than we'd thought.
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None of the STL models are that exact or great but I should be able to get some of them
Mash x2 - proxy done
Heavy apc - was able to find the actual STL - done
Lrm apc - done
Turhan - proxy done
Recovery vehicle
I have crab black knight champion in white still
Will bring the mechs just in case
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I've got a couple of Glaives in forest camo that could work for the Chevaliers.
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None of the STL models are that exact or great but I should be able to get some of them
Mash x2
Heavy apc
Lrm apc
Turhan
Recovery vehicle
I have crab black knight champion in white still
I already have the recovery vehicle printed
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I dont have anything for the jackal wraith or chevaliers
Other proxy are accounted for at this point
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I have a plastic wraith I can bring.
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I dont have anything for the jackal wraith or chevaliers
Other proxy are accounted for at this point
I offered proxies for the Chevaliers. Did you not want to use them?
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I dont have anything for the jackal wraith or chevaliers
Other proxy are accounted for at this point
I offered proxies for the Chevaliers. Did you not want to use them?
This was more so meaning I had nothing close enough print wise to proxy. Bring yours as I recall they look a bit odd and didn't see a real good comparable proxy. Better to have some metal I think at this point to do those so we don't look at the proxy plastics as what was what again.
Edit - thought they were something different but still bring yours
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I stopped at Ironwinds to day. i have 2 Chevalier Light Tanks, Heavy Tracked APC MG, and 2 MASH trucks. They will be at least primed either white or grey before game.
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Guess I will hold off from printing anything going forward if people have the units or plan on buying the mini from IWM.
Less for me to carry I guess as far as stuff goes if its not needed
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1) OK, minis list updated. Last call, and then I'll start pulling proxies for what is still needed. Dan, didn't you have some sort of printed thing that would work for a Mech recovery vehicle?
2) I don't see confirmation that the sheets are printed. Are the sheets printed?
3) I'll be pulling mapsheets tomorrow afternoon. I have hockey at 7, and then will be at my folks' overnight without going back home. If you need me to bring something, I need to know PRIOR to 5pm Friday.
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I'll print the sheets. Send me the SPAs.
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Ok. All sheets printed. For reference, with the printer I have at home, printing the sheets was about $20 in ink costs as it ate 70-80% of my black cartridge. For those of you not in a position to print occasionally, please make sure to toss Dan at least a bit of money to help with the website costs when he asks.
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I do have a recovery vee.
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I'll print the sheets. Send me the SPAs.
SPAs sent.
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Jackal - PROXY Hollander
Turhan Urban Combat Vehicle - PROXY - Scorpion Tank
Armored Personnel Carrier (Wheeled LRM) - PROXY LRM Carrier
BattleMech Recovery Vehicle - Dan is bringing
OK, that takes care of everything. Maps are packed, and I have a newly-purchased copy of the latest BMM printing. See people tomorrow.
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Two quick call outs.
1) if anyone has some more building tiles from hexpack Cities and Roads, I am now missing something like 75% of my building tiles. At one point I had four hex packs worth. I do have other tiles on the board currently but they aren't specifically what's on the map.
2) Dan, did you ever get that Falconer printed?
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Salvage given:
Jazz: Falcon Hawk 9K1A, Shadow Hawk 5M
Norbotten: Ostsol 5M
Fury: Cestus 6Y
Ironside: Black Knight 6b
Blitzkrieg: Highlander 732
Fire: Spartan N2
Total Salvage remaining: 6,321,150
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This is not the AAR but events between mission 1 and mission 2
Following the warm reception on infil and mission 1 it became very apparent scouting and defensive perimeter was priority 1. Priority 2 was the now Ranger POW who WOB units pulled away during the fighting of M1. Scouting elements were immediately tasked with keeping tabs on the WOB remnants of mission 1. They were able to maintain the distance but not eyes on the entire time and it was no longer known where the POW was 100% located.
Additional planning was needed but a blocking force could position further along the route to ambush and hopefully recover the Ranger POW with help of the dropship. As a precaution Delta would be given the greenlight tasking additional forces as they became available within the operational window. CAS elements would be on station with a small contingent of additional defensive cover.
Reviewing flyby data a small city with surrounding rocky terrain ideal for an ambush was located. It was unknown if anyone actually resided in the city as there were no vehicles, lights, or general signs of life. A plan was put in place loosely to funnel the convoy and units deployed. Delta CO authorized the use of newly acquired thunder ammunition to isolate, herd, and block access routes of potential thunder runs. Location data following the the mission will be sent to the MRBC for distribution to the planets ruling body.
Scouting elements reported the WOB remnants stopped at a patrol and repair base delaying entry to the ambush by several days. They were unable to see which unit the Ranger POW would enter but it was confirmed they entered the convoy leaving the patrol base. This delay allowed Fury Jazz and Ironside to also commit widening the ambush.
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AAR
Ranger units now in place represented a significant blocking and ambush force. What wasn't know was the additional composition picked up by the convoy until much closer to the city. The lane of advance also wasn't known until a large WOB element presented itself against the hilled city limits. Wob fast elements not far behind and a split contingent to the north east. The convoy taking the center low ground as expected.
Ranger units already semi in place hastily moved to blunt the large force and act as the swinging door in the ambush. The extra time needed allowed the WOB forces to advance over the hills and gain ground toward AO center.
Fury deployed forward west screened by a rocky outcrop.
Norbotten and Blitzkrieg deployed into the rocky pillars in the southwest. Fire deploying center adjusting as needed throwing thunder rounds as motivational deterrents. Jazz would deploy forward east as an immediate annoyance and searcher. Ironsides deployed out of view set as cavalry reinforcing as needed.
The ambush although planned did not have an answer of an overwhelming push from the west. The necessary quick redeployment west forced this into a pitched battle headed primarily by Fury, Norbotten, and Blitzkrieg. Fire proceeded as planned throwing mines into escape lanes and linebacking potential holes. Jazz immediately engaged drawing fire while positioning for the planned ambush.
The battle line had shifted but the planned and preffered ambush corridor had not. The convoy drove right into what looked to be an opening only to have Jazz jump in and scan the multiple vehicles. Fire was also able to reposition and throw mines in direct paths of convoy units. Jazz would be told to pull back on multiple occasions following the initial engagement but acknowledgment was not given until after the battle. Was this an act of insubordination or tactical necessity? That will be left to the unit CO and further discussion. No pending actions have been reported at this time from Fire actual. A small after action discussion merited the action enough to disregard. (Autonomous action in the face of fire of squad leaders isn't frowned upon pending variables.)This would have several impacts on the battle in the East. The convoy would still continue forward but the impact of Jazz units would draw most fire of the escorts in the vicinity. WOB units would choose to split allowing Fire near uncontested interdiction. This would slightly change as time went but not before ironside speared directly into the path of the convoy to further dissuade movement and maintain firepower advantage. Mines redirected the convoy on four different instances of which they were direct impediments preventing thunder runs. This also gave much needed time and target exposure time for the Rangers. This in tandem with supporting fire fully dismantled 75% of the convoy before reaching AO edge southeast.
CAS would make multiple sorties but mostly were bounced and would culminate in one fighter being severely damaged. It would survive by the skin of its teeth recounting the massive hole through its wing and missing landing gear. Despite these the pilot managed to put the fighter down as if it was pristine after limping back to base.
The battle in the west would see heavy action. All three lances by the end of the day had swung the door closed on the WOB units as intended. The use of terrain by WOB forces is notable but also played into the planned killbox. This wouldn't come without damage to all three units by the end of the day. Jazz in the northeast would also take significant damage after getting itself cutoff losing its Griffin but acheived holding assets in place. It was almost as if they fixated only on him. Fire would plant itself firmly anchoring the anvil and eventually moving forward only to be near ignored in almost all cases or escape with little damage.Almost as if the wall of armor was to daunting a task to crack so why try at all? The feeling yelling shoot me over open net or speaker wouldn't have changed the result.
Ironside would advance flanking in the East while Delta assets would interdict and handle further units that would break free killing and capturing whatever was left.
This would be a prolonged battle but WOB in defeat would leave the field in the hand of the Rangers. The convoy would be wiped nearly to the unit a sole recovery vehicle powering down realizing it had nowhere left to go or protect it. Good news being the recovery of the Ranger Pow. WOB would leave with just 9 units of its overall forces including units sent to help the convoy and the convoy. Ranger losses would see only the Griffin but the good news came as the mech itself was recoverable but needed extensive repairs.
This was a major victory and took many variables and adjustments to succeed. Well done gents.